One thing i really struggle with is the Coke production.
There is no way to separate the fuel from the furnace from the ingredients.
Search found 30 matches
- Fri May 15, 2020 3:54 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 166284
- Sat Mar 21, 2020 9:22 am
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 110640
Re: Friday Facts #339 - Beacon HR + Redesign process
I'm not sure about these design.
Since it does not actively produce anything it should stay in the background, especially since you have hundreds of them.
But these design pops up and draw all attention to itself which make the scene far to busy looking at it, and takes the focus from the factory's.
Since it does not actively produce anything it should stay in the background, especially since you have hundreds of them.
But these design pops up and draw all attention to itself which make the scene far to busy looking at it, and takes the focus from the factory's.
- Sat Jul 27, 2019 8:41 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 375708
Re: Friday Facts #305 - The Oil Changes
Even with your answer i want to give my point of view.
There are multiple problems in my opinion and they are not directly related to the multiple oil outputs, these ist simply and fast solved by locking up some guides, (in game if available or online if not)
These are the points that makes the ...
There are multiple problems in my opinion and they are not directly related to the multiple oil outputs, these ist simply and fast solved by locking up some guides, (in game if available or online if not)
These are the points that makes the ...
- Sat Jul 20, 2019 6:07 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 278435
Re: Friday Facts #304 - Small bugs; Big changes
I like all the changes beside the new basic oil receipt.
Just pick one of the many proposals already made in these thread.
There are many ways that i think would be better than what is described in the FFF.
Just pick one of the many proposals already made in these thread.
There are many ways that i think would be better than what is described in the FFF.
- Fri Apr 05, 2019 7:18 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 71347
Re: Friday Facts #289 - Character GUI
Will we be able to see the trash slots when opening a chest, so i we can help the bots and dump things manually?
- Tue Mar 12, 2019 11:08 am
- Forum: Ideas and Suggestions
- Topic: [0.17] Allow the Picker/Eye Dropper Tool get ghost when you don't have item.
- Replies: 1
- Views: 1192
Re: [0.17] Allow the Picker/Eye Dropper Tool get ghost when you don't have item.
These funktion already exists, but has to be enabled in the options. Default is of.
- Tue Mar 05, 2019 3:59 pm
- Forum: Ideas and Suggestions
- Topic: Show Character Trash Slots when opening chests
- Replies: 0
- Views: 802
Show Character Trash Slots when opening chests
When i sort out items i don't need in my inventory i often run into the situation when i would like to relieve my bots by moving items from my trash slot into a chest.
But for that i have to move the items from the trash slot to my inventory first, since the Trash slots are hidden when opening a ...
But for that i have to move the items from the trash slot to my inventory first, since the Trash slots are hidden when opening a ...
- Sun Mar 03, 2019 8:25 am
- Forum: Not a bug
- Topic: [0.17.4] A burner inserter did not restart after running out of coal on the belt
- Replies: 1
- Views: 1294
Re: [0.17.4] A burner inserter did not restart after running out of coal on the belt
You are using red belts.
The burner inserters can't properly grab from them and can run out of fuel trying to get the coal for them self.
After that they need to be fulled manually.
The burner inserters can't properly grab from them and can run out of fuel trying to get the coal for them self.
After that they need to be fulled manually.
- Mon Feb 18, 2019 4:38 am
- Forum: General discussion
- Topic: Accidentially made 42K repair packs... now what?
- Replies: 13
- Views: 5319
Re: Accidentially made 42K repair packs... now what?
It was propably an active provider chest instead of a passive one.
So they floated the network.
So they floated the network.
- Sat Jan 12, 2019 7:12 pm
- Forum: This Forum
- Topic: File Extension for Images in the FFF
- Replies: 2
- Views: 2410
File Extension for Images in the FFF
The images in the FFF have the endings jpg, png but in reality they are webp images.
Is these intended?
The browser is just showing them but other programms have trouble showing them unless they are renamed.
Why not save them as *.webp in the webpage as ther original file type suggests?
Is these intended?
The browser is just showing them but other programms have trouble showing them unless they are renamed.
Why not save them as *.webp in the webpage as ther original file type suggests?
- Fri Jan 04, 2019 8:26 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 77052
Re: Friday Facts #276 - Belt item spacing & Script rendering
Nice changes to the belts and the mod interface. Let's see what can modders do with these in 0.17
Can you anwer why your graphics have the wrong file extension?
The static image is obviusly an webp image, that is called png for some strage reason on the server.
Can you anwer why your graphics have the wrong file extension?
The static image is obviusly an webp image, that is called png for some strage reason on the server.
- Tue Jan 01, 2019 3:33 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 199423
Re: Friday Facts #275 - 0.17 Science changes
Nice changes to the science packs.
I'am just left with 2 Questions:
1.) Is it intentional that the space sience packs still neet mitytary to unlock?
Because you might want infinite research on bitter free maps but again still have to setup military witch is contrary to the statement in the FFF.
2 ...
I'am just left with 2 Questions:
1.) Is it intentional that the space sience packs still neet mitytary to unlock?
Because you might want infinite research on bitter free maps but again still have to setup military witch is contrary to the statement in the FFF.
2 ...
- Sat Aug 04, 2018 3:23 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 101433
Re: Friday Facts #254 - No research queue for you
The research queue is needed.
At last we need a Target technology so we can just confirm to continue researching the prerequisites without constantly have to remember the tech we are heading for, and then select the next one.
Especially in the beginning research goes fast, so once a minute you are ...
At last we need a Target technology so we can just confirm to continue researching the prerequisites without constantly have to remember the tech we are heading for, and then select the next one.
Especially in the beginning research goes fast, so once a minute you are ...
- Sat Jun 23, 2018 6:07 pm
- Forum: News
- Topic: Friday Facts #248 - Not Saturday Facts
- Replies: 71
- Views: 38522
Re: Friday Facts #248 - Not Saturday Facts
Well, it would seem that Factorio, up until now, was not that optimized as far as graphics are concerned :
comparing with 2D games with a similar number of units on-screen like Distant Worlds (or even Starcraft 1),
I get much worse FPS in Factorio (with "normal" definition sprites),
but it would ...
comparing with 2D games with a similar number of units on-screen like Distant Worlds (or even Starcraft 1),
I get much worse FPS in Factorio (with "normal" definition sprites),
but it would ...
- Sat Jun 09, 2018 4:51 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 74265
Re: Friday Facts #246 - The GUI update (Part 3)
...
Need to clarify that the text boxes are not elevated, they don't look like a button, they are inset and really look like a text box. (look map size as an example)
What it's elevated is what I call editable display (fancy, I know).
...
In that case the shadow should be reversed. dark on ...
Need to clarify that the text boxes are not elevated, they don't look like a button, they are inset and really look like a text box. (look map size as an example)
What it's elevated is what I call editable display (fancy, I know).
...
In that case the shadow should be reversed. dark on ...
- Mon May 07, 2018 8:41 am
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 55347
Re: Friday Facts #241 - New player experience
As far as I can remember you get a desync.Koub wrote:What would happen if people with different backers.json want to play multi, and a name is chosen for one player's building that is not present in the other one's ?
Names are saved with the map.
- Sat Mar 31, 2018 6:27 pm
- Forum: News
- Topic: Friday Facts #236 - Building a rollup
- Replies: 63
- Views: 48233
Re: Friday Facts #236 - Building a rollup
These map is crazy (in a good way).
I could never build something these large and complex by myself.
At last i need a new PC for these. I'am dropping to 12 FPS when loading it.
I could never build something these large and complex by myself.
At last i need a new PC for these. I'am dropping to 12 FPS when loading it.
- Thu Jan 18, 2018 12:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.16][Win10,Steam] Left Mouse Button random re-click
- Replies: 9
- Views: 3728
Re: [0.16.16][Win10,Steam] Left Mouse Button random re-click
Probably the button sensor of the mouse is defect. Can you try with another mouse if the problem persists.
- Thu Dec 14, 2017 7:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [TOGos] [0.16.0] Starting area has no water
- Replies: 20
- Views: 12334
Re: [TOGos][16.0] Starting area has no water
I belief the most people wait until the main bugs are fixed during early experimental before they start with more serous playthrough.
So please adjust the map generation now in early experimental than later on.
I really don't want to wait till 0.17 to get these fixes.
So please adjust the map generation now in early experimental than later on.
I really don't want to wait till 0.17 to get these fixes.
- Sun Nov 19, 2017 6:28 pm
- Forum: Resolved Problems and Bugs
- Topic: Achievement progress multiplied by player count
- Replies: 4
- Views: 4255
Re: Achievement progress multiplied by player count
I''m not sure how this works in multiplayer, but in singleplayer the amound towards that achievement is from all your maps combined - I'm not sure if this is exactly how it works in multiplayer, but it is possible that if the streamer had 8.8M produced in other maps, that would be 10M.
That's not ...
That's not ...